People are not wearing enough hats

Hats preview

This week I have been mostly adding; various hats.

 

I had a lovely holiday wandering (and wondering) about the Cotswolds entirely disconnected from computers and the internet. Those times are past now though so its back into the rat race of game development which as everybody now knows is 50-75% based on the creation of hats. You can see a couple of the new hats above, they don’t do that much in the game really, maybe add a little bit of protection here and there, but mainly they are just to add a bit of individual style to your little squad of mercenaries. I’ve made six different hats so far adding a tricorn, wizard hat and another hornless half helm to the three you can see above. I’d like to make it to a nice round number of hats and helms (like say 10) so if you have any hat suggestions that I’ve not already covered then feel free to slide those slices of brain genius into the letterbox of this posts comment box below.

I fiddled about with the UI a little bit too, but its been pretty much hats all through the week. Hat code, hat inventory icons, hat models, hat textures, wearing hats, looking at pictures of hats and striking the soft gently yielding fabric of hats. Hats, hats, hats, HAAAAAAAAAAATS.

 

Hats.


Variety is the spice of games

Surrounded by rats

 

One of the consumer selling points of randomly generated content is the infinite variety of potential situations it promises and that’s something I’m hoping to start to capture for the first alpha release of Free Company. Since last time I’ve been working on getting the existing content to be more data and randomly driven. The contract/mission generator now picks between available location layouts, picks a themed set of monster encounters to place there, then passes that information over to the renderer to load the correct tilesets and monsters needed for that mission. All of this is now almost completely data driven so I can dictate new tileset layouts and monster encounter setups with a couple of xml files and then they can just feed straight into the generator. Lovely.

 

It’s not all the way there yet though, while there is variety in the actors and the scenery so far the script for these martial plays is always following the same outline; namely ‘kill everyone’. I hope to gradually introduce the potential for new objectives by expanding what the mercenaries can do in the world and then have the generator setup more interesting situations than just indiscriminate murder.

 

At a lower level  of the game I’ve also been introducing variety by the barebones of a generic skill system to the game with a few starter skills to test it out. I’m hoping that I can eventually give each of the monster types a couple of interesting and unique skills (and the wits to use them correctly). I started with the rats pictured above; giving them the ability to greatly improve their ‘to hit’ percentages by attacking en masse (this is actually a generic rule across the game now but the rats skill makes them extra good at exploiting it). I haven’t given them any special AI routines, but combined with using the new encounter system to increase the average number of rats spawning in a room they now present a formidable challenge if you let them surround you.

Those were the main tasks but I’ve also added a bunch more items into the game that I built, mainly for the new monsters, so that the mercenaries can use them as well and hopefully fixed a few niggling bugs that were interrupting the flow of the game.

 

Off on holiday next week so it’ll probably be two weeks until I blog again. Try to keep going without me.


Monsters, but ingame

Been a little unwell this week which has slowed my coding plans down considerably. However I have recovered enough to chuck the new monsters from the last few weeks into the game (albeit in the most basic way). I’ve also added a new item of furniture to the room layouts and improved the per room tagging (so it now actually works) this means that each room in a level can have it’s own set of descriptive tags to go along with the overall level ones which then feeds into how the generator chooses the objects to place in each room. Anyway, right now its mostly just making a fancier high backed chair more likely to appear in the warehouse office than in its kitchen.

I’m also including some random screenshots of the new monsters (and that desk) but now; in the game.

Here you are:


Follow

Get every new post delivered to your Inbox.